Sort of. (Not the dev) I decompiled the code (looking for recipes when I noticed the list here was incomplete, and) found that the dev set it correctly for collectable item, but that not for the active runner.
I copied the missing lines over (edit: w/ a modding tool), and this seems to have solved that problem...
draw_self()
switch ore {
case 130:
spr = s_ore_icon_iron
break
case 500:
var spr = s_ore_icon_coal
break
case 711:
spr = s_ore_icon_tin
break
case 748:
spr = s_ore_icon_titanium
break
case 803:
spr = s_ore_icon_tungsten
break
case 980:
spr = s_ore_icon_copper
break
case 1007:
spr = s_ore_icon_gold
break
// meow - begin patch
case 255:
spr = s_ore_icon_lead
break
case 277:
spr = s_ore_icon_lithium
break
case 376:
spr = s_ore_icon_silicon
break
case 490:
spr = s_ore_icon_silver
break
case 740:
spr = s_ore_icon_nickel
break
case 750:
spr = s_ore_icon_zinc
break
case 849:
spr = s_ore_icon_sulfer
break
case 1196:
spr = s_ore_icon_aluminium
break
default:
instance_destroy()
// meow - end
}
draw_sprite(spr, 0, x, y)
...but afterwards I noticed that saturating my drill with portable furnaces was causing crashes -- and the ..._pocket_furnace_... code didn't decompile nicely for me; So I was unable/unwilling to determine why (when I could just avoid using them instead).